Menu and save system

This commit is contained in:
2025-11-19 13:13:22 -07:00
parent a7e6f4e0bf
commit cd6c1a78b0
9 changed files with 1231 additions and 286 deletions

5
go.mod
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@@ -1,8 +1,6 @@
module github.com/atridad/BigFeelings
go 1.24.0
toolchain go1.24.3
go 1.25.4
require (
github.com/hajimehoshi/ebiten/v2 v2.9.4
@@ -10,6 +8,7 @@ require (
)
require (
github.com/BurntSushi/toml v1.5.0
github.com/ebitengine/gomobile v0.0.0-20250923094054-ea854a63cce1 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.9.0 // indirect

2
go.sum
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@@ -1,3 +1,5 @@
github.com/BurntSushi/toml v1.5.0 h1:W5quZX/G/csjUnuI8SUYlsHs9M38FC7znL0lIO+DvMg=
github.com/BurntSushi/toml v1.5.0/go.mod h1:ukJfTF/6rtPPRCnwkur4qwRxa8vTRFBF0uk2lLoLwho=
github.com/ebitengine/gomobile v0.0.0-20250923094054-ea854a63cce1 h1:+kz5iTT3L7uU+VhlMfTb8hHcxLO3TlaELlX8wa4XjA0=
github.com/ebitengine/gomobile v0.0.0-20250923094054-ea854a63cce1/go.mod h1:lKJoeixeJwnFmYsBny4vvCJGVFc3aYDalhuDsfZzWHI=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=

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@@ -1,20 +1,17 @@
package game
import (
"fmt"
"image/color"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/atridad/BigFeelings/internal/hero"
"github.com/atridad/BigFeelings/internal/status"
"github.com/atridad/BigFeelings/internal/ui/hud"
"github.com/atridad/BigFeelings/internal/save"
"github.com/atridad/BigFeelings/internal/screens"
"github.com/atridad/BigFeelings/internal/ui/menu"
)
// Game settings.
// Window and display configuration.
const (
ScreenWidth = 960
@@ -23,7 +20,29 @@ const (
WindowTitle = "Big Feelings"
)
// FPS cap options.
// Game states define the different screens and modes the game can be in.
// To add a new state:
// 1. Add a new constant to the gameState enum below
// 2. Create a new screen type in internal/screens/ (see splash.go, title.go, gameplay.go as examples)
// 3. Add the screen instance to the 'state' struct
// 4. Handle state transitions in Update() method
// 5. Handle rendering in Draw() method
//
// State Flow:
// stateSplash -> stateTitle -> statePlaying <-> statePaused
// ^____________|
type gameState int
const (
stateSplash gameState = iota // Initial splash screen with game logo
stateTitle // Main menu (Play/Quit options)
statePlaying // Active gameplay
statePaused // Game paused (overlay menu)
)
// FPS cap options for performance tuning.
type FPSCap int
const (
@@ -63,53 +82,7 @@ func (f *FPSCap) Cycle() {
*f = (*f + 1) % fpsCapCount
}
var (
backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255}
)
// Hero settings.
const (
heroStartX = ScreenWidth / 2
heroStartY = ScreenHeight / 2
heroRadius = 28.0
heroSpeed = 180.0
heroMaxStamina = 100.0
heroStaminaDrain = 50.0
heroStaminaRegen = 30.0
)
var (
heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
)
// HUD settings.
const (
hudX = ScreenWidth - 220
hudY = 20
)
// HUD colors.
var (
staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
fpsGoodColor = color.NRGBA{R: 120, G: 255, B: 120, A: 255}
fpsWarnColor = color.NRGBA{R: 255, G: 210, B: 100, A: 255}
fpsPoorColor = color.NRGBA{R: 255, G: 120, B: 120, A: 255}
)
const (
staminaLowThreshold = 0.2
fpsWarnThreshold = 0.85
fpsPoorThreshold = 0.6
fpsSampleWindow = time.Second
)
type gameState int
const (
statePlaying gameState = iota
statePaused
)
// Input state for player controls.
type controls struct {
Left bool
@@ -119,62 +92,6 @@ type controls struct {
Sprint bool
}
type Game struct {
state *state
}
type state struct {
hero *hero.Hero
hud hud.Overlay
bounds hero.Bounds
lastTick time.Time
pauseMenu *menu.PauseMenu
gameState gameState
fpsEnabled bool
fpsFrames int
fpsAccumulator time.Duration
fpsValue float64
fpsCap FPSCap
}
func New() *Game {
return &Game{state: newState()}
}
func newState() *state {
now := time.Now()
s := &state{
hero: hero.New(hero.Config{
StartX: heroStartX,
StartY: heroStartY,
Radius: heroRadius,
Speed: heroSpeed,
Color: heroColor,
MaxStamina: heroMaxStamina,
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
}),
hud: hud.Overlay{
X: hudX,
Y: hudY,
Color: color.White,
},
bounds: hero.Bounds{
Width: ScreenWidth,
Height: ScreenHeight,
},
lastTick: now,
pauseMenu: menu.NewPauseMenu(),
gameState: statePlaying,
fpsEnabled: false,
fpsCap: FPSCap60,
}
s.pauseMenu.SetFPSMonitor(&s.fpsEnabled)
s.pauseMenu.SetFPSCap(&s.fpsCap)
ebiten.SetTPS(s.fpsCap.TPS())
return s
}
func readControls() controls {
return controls{
Left: ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA),
@@ -185,8 +102,129 @@ func readControls() controls {
}
}
type Game struct {
state *state
}
// state holds all game state including screens, settings, and current mode.
type state struct {
// Current state
gameState gameState
lastTick time.Time
// Screens - each screen manages its own UI and logic
splashScreen *screens.SplashScreen
titleScreen *screens.TitleScreen
gameplayScreen *screens.GameplayScreen
pauseMenu *menu.PauseMenu
// Settings
fpsEnabled bool
fpsCap FPSCap
saveManager *save.Manager
// Auto-save
lastAutoSave time.Time
autoSaveInterval time.Duration
}
// New creates a new game instance.
func New() *Game {
return &Game{state: newState()}
}
// newState initializes a fresh game state.
func newState() *state {
now := time.Now()
s := &state{
gameState: stateSplash,
lastTick: now,
fpsEnabled: false,
fpsCap: FPSCap60,
lastAutoSave: now,
autoSaveInterval: 30 * time.Second, // Auto-save every 30 seconds
}
// Initialize save manager
saveManager, err := save.NewManager()
if err != nil {
// If save manager fails, continue without it (settings won't persist)
// TODO: Show error to user
saveManager = nil
}
s.saveManager = saveManager
// Load settings if available
if saveManager != nil {
if settings, err := saveManager.LoadSettings(); err == nil {
s.fpsEnabled = settings.FPSMonitor
switch settings.FPSCap {
case "60":
s.fpsCap = FPSCap60
case "120":
s.fpsCap = FPSCap120
case "uncapped":
s.fpsCap = FPSCapUncapped
default:
s.fpsCap = FPSCap60
}
}
}
// Initialize all screens
s.splashScreen = screens.NewSplashScreen()
s.titleScreen = screens.NewTitleScreen()
s.gameplayScreen = screens.NewGameplayScreen(ScreenWidth, ScreenHeight, &s.fpsEnabled)
s.pauseMenu = menu.NewPauseMenu()
// Configure settings references for title screen and pause menu
s.titleScreen.SetFPSMonitor(&s.fpsEnabled)
s.titleScreen.SetFPSCap(&s.fpsCap)
s.pauseMenu.SetFPSMonitor(&s.fpsEnabled)
s.pauseMenu.SetFPSCap(&s.fpsCap)
// Check if saved game exists
if saveManager != nil {
s.titleScreen.SetHasSaveGame(saveManager.HasSavedGame())
}
// Set initial TPS
ebiten.SetTPS(s.fpsCap.TPS())
// Save initial settings to create data.toml on first launch
if saveManager != nil {
settings := &save.Settings{
FPSMonitor: s.fpsEnabled,
FPSCap: s.fpCapToStringHelper(s.fpsCap),
}
saveManager.SaveSettings(settings)
}
return s
}
// Helper function for converting FPSCap to string (used in initialization)
func (s *state) fpCapToStringHelper(cap FPSCap) string {
switch cap {
case FPSCap60:
return "60"
case FPSCap120:
return "120"
case FPSCapUncapped:
return "uncapped"
default:
return "60"
}
}
// Update is called every frame and handles state transitions and input.
func (g *Game) Update() error {
// Update TPS if FPS cap changed.
// Track previous FPS settings to detect changes
prevFPSEnabled := g.state.fpsEnabled
prevFPSCap := g.state.fpsCap
// Update TPS if FPS cap changed
currentTPS := g.state.fpsCap.TPS()
if currentTPS < 0 {
ebiten.SetTPS(ebiten.SyncWithFPS)
@@ -194,127 +232,196 @@ func (g *Game) Update() error {
ebiten.SetTPS(currentTPS)
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
if g.state.gameState == statePlaying {
g.state.gameState = statePaused
g.state.pauseMenu.Reset()
} else if g.state.gameState == statePaused {
// Handle state-specific updates
var err error
switch g.state.gameState {
case stateSplash:
err = g.updateSplash()
case stateTitle:
err = g.updateTitle()
case statePlaying:
err = g.updatePlaying()
case statePaused:
err = g.updatePaused()
}
// Auto-save settings if they changed
if prevFPSEnabled != g.state.fpsEnabled || prevFPSCap != g.state.fpsCap {
g.saveSettings()
}
return err
}
// updateSplash handles the splash screen state.
func (g *Game) updateSplash() error {
if g.state.splashScreen.Update() {
g.state.gameState = stateTitle
}
return nil
}
// updateTitle handles the title screen state.
func (g *Game) updateTitle() error {
if selectedOption := g.state.titleScreen.Update(); selectedOption != nil {
switch *selectedOption {
case screens.TitleOptionContinue:
// Load saved game
if g.state.saveManager != nil {
if gameState, err := g.state.saveManager.LoadGameState(); err == nil && gameState != nil {
g.state.gameplayScreen.LoadState(gameState)
g.state.gameState = statePlaying
g.state.lastTick = time.Now()
}
}
case screens.TitleOptionNewGame:
g.state.gameState = statePlaying
g.state.gameplayScreen.Reset()
g.state.lastTick = time.Now()
// Delete old save if it exists
if g.state.saveManager != nil {
g.state.saveManager.DeleteGameState()
}
case screens.TitleOptionSettings:
// Settings are handled within the title screen itself
// No state change needed
case screens.TitleOptionQuit:
return ebiten.Termination
}
}
return nil
}
// Track FPS.
now := time.Now()
if !g.state.lastTick.IsZero() {
g.state.trackFPS(now.Sub(g.state.lastTick))
// updatePlaying handles the active gameplay state.
func (g *Game) updatePlaying() error {
// Check for pause
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
g.state.gameState = statePaused
g.state.pauseMenu.Reset()
return nil
}
if g.state.gameState == statePlaying {
g.state.update(readControls())
} else if g.state.gameState == statePaused {
// Calculate delta time
now := time.Now()
delta := now.Sub(g.state.lastTick)
g.state.lastTick = now
// Update gameplay
input := readControls()
g.state.gameplayScreen.Update(screens.GameplayInput{
Left: input.Left,
Right: input.Right,
Up: input.Up,
Down: input.Down,
Sprint: input.Sprint,
}, delta)
// Periodic auto-save
if now.Sub(g.state.lastAutoSave) >= g.state.autoSaveInterval {
g.saveGame()
g.state.lastAutoSave = now
}
return nil
}
// updatePaused handles the pause menu state.
func (g *Game) updatePaused() error {
// Allow ESC to resume
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
g.state.gameState = statePlaying
g.state.lastTick = time.Now()
return nil
}
// Handle pause menu selection
if selectedOption := g.state.pauseMenu.Update(); selectedOption != nil {
switch *selectedOption {
case menu.OptionResume:
g.state.gameState = statePlaying
g.state.lastTick = time.Now()
case menu.OptionQuit:
return ebiten.Termination
case menu.OptionSave:
// Save game immediately
g.saveGame()
case menu.OptionMainMenu:
// Save game before returning to main menu
g.saveGame()
g.state.gameState = stateTitle
if g.state.saveManager != nil {
g.state.titleScreen.SetHasSaveGame(g.state.saveManager.HasSavedGame())
}
g.state.titleScreen.Reset()
case menu.OptionQuit:
// Save game before quitting
g.saveGame()
return ebiten.Termination
}
}
return nil
}
func (s *state) update(input controls) {
now := time.Now()
dt := now.Sub(s.lastTick).Seconds()
s.lastTick = now
s.hero.Update(hero.Input{
Left: input.Left,
Right: input.Right,
Up: input.Up,
Down: input.Down,
Sprint: input.Sprint,
}, dt, s.bounds)
}
func (s *state) trackFPS(delta time.Duration) {
if !s.fpsEnabled {
// saveGame saves the current game state and settings.
func (g *Game) saveGame() {
if g.state.saveManager == nil {
return
}
s.fpsAccumulator += delta
s.fpsFrames++
// Save game state if in playing mode
if g.state.gameState == statePlaying || g.state.gameState == statePaused {
gameState := g.state.gameplayScreen.SaveState()
g.state.saveManager.SaveGameState(gameState)
}
if s.fpsAccumulator >= fpsSampleWindow {
s.fpsValue = float64(s.fpsFrames) / s.fpsAccumulator.Seconds()
s.fpsAccumulator = 0
s.fpsFrames = 0
// Save settings
g.saveSettings()
}
// saveSettings saves only the settings.
func (g *Game) saveSettings() {
if g.state.saveManager == nil {
return
}
settings := &save.Settings{
FPSMonitor: g.state.fpsEnabled,
FPSCap: g.fpCapToString(g.state.fpsCap),
}
g.state.saveManager.SaveSettings(settings)
}
// fpCapToString converts FPSCap to string for saving.
func (g *Game) fpCapToString(cap FPSCap) string {
switch cap {
case FPSCap60:
return "60"
case FPSCap120:
return "120"
case FPSCapUncapped:
return "uncapped"
default:
return "60"
}
}
// Draw renders the current game state to the screen.
func (g *Game) Draw(screen *ebiten.Image) {
g.state.draw(screen)
}
func (s *state) draw(screen *ebiten.Image) {
screen.Fill(backgroundColor)
s.hero.Draw(screen)
staminaColor := staminaNormalColor
if s.hero.Stamina < s.hero.MaxStamina*staminaLowThreshold {
staminaColor = staminaLowColor
}
staminaMeter := status.Meter{
Label: "Stamina",
Base: s.hero.MaxStamina,
Level: s.hero.Stamina,
Color: staminaColor,
}
meters := []status.Meter{staminaMeter}
if s.fpsEnabled {
// Color based on target FPS (60).
ratio := s.fpsValue / float64(TargetTPS)
fpsColor := fpsGoodColor
switch {
case ratio < fpsPoorThreshold:
fpsColor = fpsPoorColor
case ratio < fpsWarnThreshold:
fpsColor = fpsWarnColor
}
fpsMeter := status.Meter{
Label: fmt.Sprintf("Framerate: %3.0f FPS", s.fpsValue),
Base: -1, // Negative base means text-only display.
Level: 0,
Color: fpsColor,
}
meters = append(meters, fpsMeter)
}
s.hud.Draw(screen, meters)
if s.gameState == statePaused {
s.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight)
switch g.state.gameState {
case stateSplash:
g.state.splashScreen.Draw(screen, ScreenWidth, ScreenHeight)
case stateTitle:
g.state.titleScreen.Draw(screen, ScreenWidth, ScreenHeight)
case statePlaying:
g.state.gameplayScreen.Draw(screen)
case statePaused:
// Draw gameplay in background, then overlay pause menu
g.state.gameplayScreen.Draw(screen)
g.state.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight)
}
}
func clampFloat(value, min, max float64) float64 {
if value < min {
return min
}
if value > max {
return max
}
return value
}
// Layout returns the game's logical screen size.
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return ScreenWidth, ScreenHeight
}

189
internal/save/save.go Normal file
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@@ -0,0 +1,189 @@
package save
import (
"fmt"
"os"
"path/filepath"
"time"
"github.com/BurntSushi/toml"
)
// File path for save data.
const (
dataFile = "data.toml"
)
// Stores all persistent game data in a single file.
type Data struct {
Settings Settings `toml:"settings"`
GameState GameState `toml:"game_state"`
}
// Stores user preferences.
type Settings struct {
FPSMonitor bool `toml:"fps_monitor"`
FPSCap string `toml:"fps_cap"` // "60", "120", or "uncapped"
}
// Stores the current game progress.
type GameState struct {
HasSave bool `toml:"has_save"`
SavedAt time.Time `toml:"saved_at"`
HeroX float64 `toml:"hero_x"`
HeroY float64 `toml:"hero_y"`
HeroStamina float64 `toml:"hero_stamina"`
PlayTimeMS int64 `toml:"play_time_ms"` // Total play time in milliseconds
}
// Handles saving and loading of settings and game state.
type Manager struct {
dataPath string
}
// Creates a new save manager.
func NewManager() (*Manager, error) {
// Get executable path
exePath, err := os.Executable()
if err != nil {
return nil, fmt.Errorf("failed to get executable path: %w", err)
}
// Get directory containing the executable
exeDir := filepath.Dir(exePath)
return &Manager{
dataPath: filepath.Join(exeDir, dataFile),
}, nil
}
// Loads all data from disk.
func (m *Manager) LoadData() (*Data, error) {
// Check if file exists
if _, err := os.Stat(m.dataPath); os.IsNotExist(err) {
// Return default data
return &Data{
Settings: Settings{
FPSMonitor: false,
FPSCap: "60",
},
GameState: GameState{
HasSave: false,
},
}, nil
}
var data Data
if _, err := toml.DecodeFile(m.dataPath, &data); err != nil {
return nil, fmt.Errorf("failed to parse data file: %w", err)
}
return &data, nil
}
// Writes all data to disk.
func (m *Manager) SaveData(data *Data) error {
file, err := os.Create(m.dataPath)
if err != nil {
return fmt.Errorf("failed to create data file: %w", err)
}
defer file.Close()
encoder := toml.NewEncoder(file)
if err := encoder.Encode(data); err != nil {
return fmt.Errorf("failed to write data file: %w", err)
}
return nil
}
// Loads user settings from disk.
func (m *Manager) LoadSettings() (*Settings, error) {
data, err := m.LoadData()
if err != nil {
return nil, err
}
return &data.Settings, nil
}
// Writes user settings to disk.
func (m *Manager) SaveSettings(settings *Settings) error {
data, err := m.LoadData()
if err != nil {
// If load fails, create new data with these settings
data = &Data{
Settings: *settings,
GameState: GameState{
HasSave: false,
},
}
} else {
data.Settings = *settings
}
return m.SaveData(data)
}
// Loads game state from disk.
func (m *Manager) LoadGameState() (*GameState, error) {
data, err := m.LoadData()
if err != nil {
return nil, err
}
if !data.GameState.HasSave {
return nil, nil // No save exists
}
return &data.GameState, nil
}
// Writes game state to disk.
func (m *Manager) SaveGameState(state *GameState) error {
data, err := m.LoadData()
if err != nil {
// If load fails, create new data with this game state
data = &Data{
Settings: Settings{
FPSMonitor: false,
FPSCap: "60",
},
GameState: *state,
}
} else {
data.GameState = *state
}
data.GameState.HasSave = true
data.GameState.SavedAt = time.Now()
return m.SaveData(data)
}
// Checks if a saved game exists.
func (m *Manager) HasSavedGame() bool {
data, err := m.LoadData()
if err != nil {
return false
}
return data.GameState.HasSave
}
// Removes the saved game.
func (m *Manager) DeleteGameState() error {
data, err := m.LoadData()
if err != nil {
return err
}
data.GameState = GameState{
HasSave: false,
}
return m.SaveData(data)
}
// Returns the path to the save file.
func (m *Manager) GetSaveFilePath() string {
return m.dataPath
}

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@@ -0,0 +1,235 @@
package screens
import (
"fmt"
"image/color"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/atridad/BigFeelings/internal/hero"
"github.com/atridad/BigFeelings/internal/save"
"github.com/atridad/BigFeelings/internal/status"
"github.com/atridad/BigFeelings/internal/ui/hud"
)
var (
backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255}
)
// Hero settings.
const (
heroStartX = 960 / 2 // ScreenWidth / 2
heroStartY = 540 / 2 // ScreenHeight / 2
heroRadius = 28.0
heroSpeed = 180.0
heroMaxStamina = 100.0
heroStaminaDrain = 50.0
heroStaminaRegen = 30.0
)
var (
heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
)
// HUD settings.
const (
hudX = 960 - 220 // ScreenWidth - 220
hudY = 20
)
// HUD colors.
var (
staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
fpsGoodColor = color.NRGBA{R: 120, G: 255, B: 120, A: 255}
fpsWarnColor = color.NRGBA{R: 255, G: 210, B: 100, A: 255}
fpsPoorColor = color.NRGBA{R: 255, G: 120, B: 120, A: 255}
)
const (
staminaLowThreshold = 0.2
fpsWarnThreshold = 0.85
fpsPoorThreshold = 0.6
fpsSampleWindow = time.Second
targetTPS = 60
)
// Player input for the gameplay screen.
type GameplayInput struct {
Left bool
Right bool
Up bool
Down bool
Sprint bool
}
// Manages the main gameplay state including the hero, HUD, and game world.
// This is where the actual game logic and rendering happens during active play.
type GameplayScreen struct {
hero *hero.Hero
hud hud.Overlay
bounds hero.Bounds
lastTick time.Time
gameStartTime time.Time
totalPlayTime time.Duration
fpsEnabled *bool
fpsFrames int
fpsAccumulator time.Duration
fpsValue float64
}
// Creates a new gameplay screen instance.
func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *GameplayScreen {
return &GameplayScreen{
hero: hero.New(hero.Config{
StartX: heroStartX,
StartY: heroStartY,
Radius: heroRadius,
Speed: heroSpeed,
Color: heroColor,
MaxStamina: heroMaxStamina,
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
}),
hud: hud.Overlay{
X: hudX,
Y: hudY,
Color: color.White,
},
bounds: hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
},
lastTick: time.Now(),
gameStartTime: time.Now(),
fpsEnabled: fpsEnabled,
}
}
// Processes gameplay logic with the given input and delta time.
func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
dt := delta.Seconds()
g.hero.Update(hero.Input{
Left: input.Left,
Right: input.Right,
Up: input.Up,
Down: input.Down,
Sprint: input.Sprint,
}, dt, g.bounds)
// Track total play time
g.totalPlayTime += delta
g.trackFPS(delta)
}
// Calculates the current FPS if FPS monitoring is enabled.
func (g *GameplayScreen) trackFPS(delta time.Duration) {
if g.fpsEnabled == nil || !*g.fpsEnabled {
return
}
g.fpsAccumulator += delta
g.fpsFrames++
if g.fpsAccumulator >= fpsSampleWindow {
g.fpsValue = float64(g.fpsFrames) / g.fpsAccumulator.Seconds()
g.fpsAccumulator = 0
g.fpsFrames = 0
}
}
// Renders the gameplay screen.
func (g *GameplayScreen) Draw(screen *ebiten.Image) {
screen.Fill(backgroundColor)
g.hero.Draw(screen)
staminaColor := staminaNormalColor
if g.hero.Stamina < g.hero.MaxStamina*staminaLowThreshold {
staminaColor = staminaLowColor
}
staminaMeter := status.Meter{
Label: "Stamina",
Base: g.hero.MaxStamina,
Level: g.hero.Stamina,
Color: staminaColor,
}
meters := []status.Meter{staminaMeter}
if g.fpsEnabled != nil && *g.fpsEnabled {
// Color based on target FPS (60).
ratio := g.fpsValue / float64(targetTPS)
fpsColor := fpsGoodColor
switch {
case ratio < fpsPoorThreshold:
fpsColor = fpsPoorColor
case ratio < fpsWarnThreshold:
fpsColor = fpsWarnColor
}
fpsMeter := status.Meter{
Label: fmt.Sprintf("Framerate: %3.0f FPS", g.fpsValue),
Base: -1, // Negative base means text-only display.
Level: 0,
Color: fpsColor,
}
meters = append(meters, fpsMeter)
}
g.hud.Draw(screen, meters)
}
// Resets the gameplay screen to its initial state.
func (g *GameplayScreen) Reset() {
g.hero = hero.New(hero.Config{
StartX: heroStartX,
StartY: heroStartY,
Radius: heroRadius,
Speed: heroSpeed,
Color: heroColor,
MaxStamina: heroMaxStamina,
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
})
g.lastTick = time.Now()
g.gameStartTime = time.Now()
g.totalPlayTime = 0
g.fpsFrames = 0
g.fpsAccumulator = 0
g.fpsValue = 0
}
// SaveState converts the current gameplay state to a saveable format.
func (g *GameplayScreen) SaveState() *save.GameState {
return &save.GameState{
HeroX: g.hero.X,
HeroY: g.hero.Y,
HeroStamina: g.hero.Stamina,
PlayTimeMS: g.totalPlayTime.Milliseconds(),
}
}
// LoadState restores gameplay state from saved data.
func (g *GameplayScreen) LoadState(state *save.GameState) {
g.hero = hero.New(hero.Config{
StartX: state.HeroX,
StartY: state.HeroY,
Radius: heroRadius,
Speed: heroSpeed,
Color: heroColor,
MaxStamina: heroMaxStamina,
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
})
g.hero.Stamina = state.HeroStamina
g.totalPlayTime = time.Duration(state.PlayTimeMS) * time.Millisecond
g.lastTick = time.Now()
g.gameStartTime = time.Now()
g.fpsFrames = 0
g.fpsAccumulator = 0
g.fpsValue = 0
}

View File

@@ -0,0 +1,136 @@
package screens
import (
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text/v2"
)
// An interface for managing FPS cap settings.
type FPSCapSetting interface {
String() string
Cycle()
}
// Displays and manages game settings like FPS monitor and FPS cap.
// This screen can be accessed from both the title screen and pause menu.
type SettingsScreen struct {
selectedIndex int
fpsMonitorValue *bool
fpsCapValue FPSCapSetting
}
// Creates a new settings screen instance.
func NewSettingsScreen() *SettingsScreen {
return &SettingsScreen{
selectedIndex: 0,
}
}
// Sets the FPS monitor toggle reference.
func (s *SettingsScreen) SetFPSMonitor(enabled *bool) {
s.fpsMonitorValue = enabled
}
// Sets the FPS cap setting reference.
func (s *SettingsScreen) SetFPSCap(cap FPSCapSetting) {
s.fpsCapValue = cap
}
// Processes settings screen input.
// Returns true if the user wants to go back.
func (s *SettingsScreen) Update() bool {
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
return true
}
settingsCount := 2
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) {
s.selectedIndex--
if s.selectedIndex < 0 {
s.selectedIndex = 0
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) {
s.selectedIndex++
if s.selectedIndex >= settingsCount {
s.selectedIndex = settingsCount - 1
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) {
if s.selectedIndex == 0 && s.fpsMonitorValue != nil {
*s.fpsMonitorValue = !*s.fpsMonitorValue
} else if s.selectedIndex == 1 && s.fpsCapValue != nil {
s.fpsCapValue.Cycle()
}
}
return false
}
// Renders the settings screen.
func (s *SettingsScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int, title string) {
// Draw background
screen.Fill(color.RGBA{R: 20, G: 20, B: 30, A: 255})
// Draw title
titleX := (screenWidth / 2) - (len(title) * 7 / 2)
titleY := screenHeight/3 - 50
s.drawText(screen, title, color.White, titleX, titleY)
// Draw settings options
startY := screenHeight/2 - 20
leftMargin := screenWidth/2 - 120
fpsMonitorText := "FPS Monitor: "
if s.fpsMonitorValue != nil && *s.fpsMonitorValue {
fpsMonitorText += "ON"
} else {
fpsMonitorText += "OFF"
}
if s.selectedIndex == 0 {
indicatorX := leftMargin - 20
s.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, startY)
s.drawText(screen, fpsMonitorText, color.RGBA{R: 255, G: 255, B: 100, A: 255}, leftMargin, startY)
} else {
s.drawText(screen, fpsMonitorText, color.RGBA{R: 180, G: 180, B: 200, A: 255}, leftMargin, startY)
}
fpsCapText := "FPS Cap: "
if s.fpsCapValue != nil {
fpsCapText += s.fpsCapValue.String()
} else {
fpsCapText += "60 FPS"
}
capY := startY + 40
if s.selectedIndex == 1 {
indicatorX := leftMargin - 20
s.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, capY)
s.drawText(screen, fpsCapText, color.RGBA{R: 255, G: 255, B: 100, A: 255}, leftMargin, capY)
} else {
s.drawText(screen, fpsCapText, color.RGBA{R: 180, G: 180, B: 200, A: 255}, leftMargin, capY)
}
// Draw hint text
hintText := "Enter/Space to toggle, ESC to go back"
hintX := (screenWidth / 2) - (len(hintText) * 7 / 2)
hintY := screenHeight - 50
s.drawText(screen, hintText, color.RGBA{R: 120, G: 120, B: 150, A: 255}, hintX, hintY)
}
func (s *SettingsScreen) drawText(screen *ebiten.Image, txt string, clr color.Color, x, y int) {
op := &text.DrawOptions{}
op.GeoM.Translate(float64(x), float64(y)-basicFaceAscent)
op.ColorScale.ScaleWithColor(clr)
text.Draw(screen, txt, basicFace, op)
}
// Resets the settings screen to its initial state.
func (s *SettingsScreen) Reset() {
s.selectedIndex = 0
}

101
internal/screens/splash.go Normal file
View File

@@ -0,0 +1,101 @@
package screens
import (
"image/color"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text/v2"
"golang.org/x/image/font/basicfont"
)
var (
basicFace = text.NewGoXFace(basicfont.Face7x13)
basicFaceAscent = basicFace.Metrics().HAscent
)
const (
splashDuration = 2 * time.Second
fadeInDuration = 500 * time.Millisecond
fadeOutDuration = 500 * time.Millisecond
)
// Displays the game title with fade in/out effects.
// This is typically the first screen shown when the game starts.
type SplashScreen struct {
startTime time.Time
fadeInEnd time.Time
fadeOutStart time.Time
endTime time.Time
}
// Creates a new splash screen instance.
func NewSplashScreen() *SplashScreen {
now := time.Now()
return &SplashScreen{
startTime: now,
fadeInEnd: now.Add(fadeInDuration),
fadeOutStart: now.Add(splashDuration - fadeOutDuration),
endTime: now.Add(splashDuration),
}
}
// Processes splash screen logic.
// Returns true when the splash screen should end and transition to the next screen.
func (s *SplashScreen) Update() bool {
// Return true if splash is complete
if time.Now().After(s.endTime) {
return true
}
// Allow skipping with any key
if inpututil.IsKeyJustPressed(ebiten.KeySpace) ||
inpututil.IsKeyJustPressed(ebiten.KeyEnter) ||
inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
return true
}
return false
}
// Renders the splash screen.
func (s *SplashScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
screen.Fill(color.RGBA{R: 0, G: 0, B: 0, A: 255})
now := time.Now()
alpha := 1.0
// Calculate fade in/out
if now.Before(s.fadeInEnd) {
elapsed := now.Sub(s.startTime)
alpha = float64(elapsed) / float64(fadeInDuration)
} else if now.After(s.fadeOutStart) {
elapsed := now.Sub(s.fadeOutStart)
alpha = 1.0 - (float64(elapsed) / float64(fadeOutDuration))
}
if alpha < 0 {
alpha = 0
} else if alpha > 1 {
alpha = 1
}
// Draw large game title
titleText := "BIG FEELINGS"
// Calculate size for large text (scale up the basic font)
scale := 4.0
charWidth := 7.0 * scale
textWidth := float64(len(titleText)) * charWidth
x := float64(screenWidth)/2 - textWidth/2
y := float64(screenHeight) / 2
op := &text.DrawOptions{}
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(x, y-basicFaceAscent*scale)
op.ColorScale.ScaleWithColor(color.White)
op.ColorScale.ScaleAlpha(float32(alpha))
text.Draw(screen, titleText, basicFace, op)
}

209
internal/screens/title.go Normal file
View File

@@ -0,0 +1,209 @@
package screens
import (
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// Represents the options available on the title screen.
type TitleMenuOption int
const (
TitleOptionContinue TitleMenuOption = iota
TitleOptionNewGame
TitleOptionSettings
TitleOptionQuit
titleOptionCount
)
type titleScreenMode int
const (
titleModeMain titleScreenMode = iota
titleModeSettings
)
// Displays the main menu with Continue, New Game, Settings, and Quit options.
// This is shown after the splash screen and when returning from the pause menu.
type TitleScreen struct {
selectedIndex int
currentMode titleScreenMode
settingsScreen *SettingsScreen
hasSaveGame bool
}
// Creates a new title screen instance.
func NewTitleScreen() *TitleScreen {
return &TitleScreen{
selectedIndex: 0,
currentMode: titleModeMain,
settingsScreen: NewSettingsScreen(),
hasSaveGame: false,
}
}
// Sets the FPS monitor toggle reference for settings.
func (t *TitleScreen) SetFPSMonitor(enabled *bool) {
t.settingsScreen.SetFPSMonitor(enabled)
}
// Sets the FPS cap setting reference for settings.
func (t *TitleScreen) SetFPSCap(cap FPSCapSetting) {
t.settingsScreen.SetFPSCap(cap)
}
// Sets whether a saved game exists.
func (t *TitleScreen) SetHasSaveGame(hasSave bool) {
t.hasSaveGame = hasSave
// If no save game, skip Continue option
if !hasSave && t.selectedIndex == 0 {
t.selectedIndex = 1 // Move to New Game
}
}
// Processes title screen input and returns the selected option if any.
func (t *TitleScreen) Update() *TitleMenuOption {
// Handle settings screen
if t.currentMode == titleModeSettings {
if t.settingsScreen.Update() {
t.currentMode = titleModeMain
t.selectedIndex = 0
}
return nil
}
// Handle main menu
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) {
t.selectedIndex--
if t.selectedIndex < 0 {
t.selectedIndex = int(titleOptionCount) - 1
}
// Skip Continue if no save exists
if t.selectedIndex == int(TitleOptionContinue) && !t.hasSaveGame {
t.selectedIndex--
if t.selectedIndex < 0 {
t.selectedIndex = int(titleOptionCount) - 1
}
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) {
t.selectedIndex++
if t.selectedIndex >= int(titleOptionCount) {
t.selectedIndex = 0
}
// Skip Continue if no save exists
if t.selectedIndex == int(TitleOptionContinue) && !t.hasSaveGame {
t.selectedIndex++
if t.selectedIndex >= int(titleOptionCount) {
t.selectedIndex = 0
}
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) {
selected := TitleMenuOption(t.selectedIndex)
if selected == TitleOptionSettings {
t.currentMode = titleModeSettings
t.settingsScreen.Reset()
return nil
}
return &selected
}
return nil
}
// Renders the title screen.
func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
// If in settings mode, draw settings screen
if t.currentMode == titleModeSettings {
t.settingsScreen.Draw(screen, screenWidth, screenHeight, "SETTINGS")
return
}
// Draw main menu
screen.Fill(color.RGBA{R: 20, G: 20, B: 30, A: 255})
// Draw game title
titleText := "BIG FEELINGS"
scale := 3.0
charWidth := 7.0 * scale
textWidth := float64(len(titleText)) * charWidth
titleX := float64(screenWidth)/2 - textWidth/2
titleY := float64(screenHeight) / 3
op := &text.DrawOptions{}
op.GeoM.Scale(scale, scale)
op.GeoM.Translate(titleX, titleY-basicFaceAscent*scale)
op.ColorScale.ScaleWithColor(color.RGBA{R: 210, G: 220, B: 255, A: 255})
text.Draw(screen, titleText, basicFace, op)
// Draw menu options
options := []string{"Continue", "New Game", "Settings", "Quit"}
startY := screenHeight/2 + 10
for i, option := range options {
// Skip Continue option if no save exists
if i == int(TitleOptionContinue) && !t.hasSaveGame {
continue
}
optionY := startY + (i * 50)
optionX := (screenWidth / 2) - (len(option) * 7 / 2)
// Dim Continue option if it exists but is disabled
optionColor := color.RGBA{R: 180, G: 180, B: 200, A: 255}
if i == int(TitleOptionContinue) && !t.hasSaveGame {
optionColor = color.RGBA{R: 80, G: 80, B: 100, A: 255}
}
if i == t.selectedIndex {
// Draw selection indicator
indicatorX := optionX - 20
t.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, optionY)
t.drawText(screen, option, color.RGBA{R: 255, G: 255, B: 100, A: 255}, optionX, optionY)
// Draw selection box
boxPadding := float32(10.0)
boxWidth := float32(len(option)*7) + boxPadding*2
boxHeight := float32(20)
boxX := float32(optionX) - boxPadding
boxY := float32(optionY) - float32(basicFaceAscent) - boxPadding/2
vector.StrokeRect(screen, boxX, boxY, boxWidth, boxHeight, 2,
color.RGBA{R: 255, G: 200, B: 0, A: 255}, false)
} else {
t.drawText(screen, option, optionColor, optionX, optionY)
}
}
// Draw hint text
hintText := "Use Arrow Keys/WASD to navigate, Enter/Space to select"
hintX := (screenWidth / 2) - (len(hintText) * 7 / 2)
hintY := screenHeight - 50
t.drawText(screen, hintText, color.RGBA{R: 120, G: 120, B: 150, A: 255}, hintX, hintY)
}
func (t *TitleScreen) drawText(screen *ebiten.Image, txt string, clr color.Color, x, y int) {
op := &text.DrawOptions{}
op.GeoM.Translate(float64(x), float64(y)-basicFaceAscent)
op.ColorScale.ScaleWithColor(clr)
text.Draw(screen, txt, basicFace, op)
}
// Resets the title screen to its initial state.
func (t *TitleScreen) Reset() {
// Start at Continue if available, otherwise New Game
if t.hasSaveGame {
t.selectedIndex = 0
} else {
t.selectedIndex = 1
}
t.currentMode = titleModeMain
t.settingsScreen.Reset()
}

View File

@@ -8,6 +8,8 @@ import (
"github.com/hajimehoshi/ebiten/v2/text/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
"golang.org/x/image/font/basicfont"
"github.com/atridad/BigFeelings/internal/screens"
)
var (
@@ -37,7 +39,9 @@ type MenuOption int
const (
OptionResume MenuOption = iota
OptionSave
OptionSettings
OptionMainMenu
OptionQuit
optionCount
)
@@ -52,8 +56,7 @@ const (
type PauseMenu struct {
selectedIndex int
currentScreen menuScreen
fpsMonitorValue *bool
fpsCapValue FPSCapSetting
settingsScreen *screens.SettingsScreen
}
type FPSCapSetting interface {
@@ -65,15 +68,16 @@ func NewPauseMenu() *PauseMenu {
return &PauseMenu{
selectedIndex: 0,
currentScreen: screenMain,
settingsScreen: screens.NewSettingsScreen(),
}
}
func (m *PauseMenu) SetFPSMonitor(enabled *bool) {
m.fpsMonitorValue = enabled
m.settingsScreen.SetFPSMonitor(enabled)
}
func (m *PauseMenu) SetFPSCap(cap FPSCapSetting) {
m.fpsCapValue = cap
m.settingsScreen.SetFPSCap(cap)
}
// Returns the selected option if one was chosen, nil otherwise
@@ -112,34 +116,10 @@ func (m *PauseMenu) updateMain() *MenuOption {
}
func (m *PauseMenu) updateSettings() *MenuOption {
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
if m.settingsScreen.Update() {
m.currentScreen = screenMain
m.selectedIndex = 0
return nil
}
settingsCount := 2
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) {
m.selectedIndex--
if m.selectedIndex < 0 {
m.selectedIndex = 0
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) {
m.selectedIndex++
if m.selectedIndex >= settingsCount {
m.selectedIndex = settingsCount - 1
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) {
if m.selectedIndex == 0 && m.fpsMonitorValue != nil {
*m.fpsMonitorValue = !*m.fpsMonitorValue
} else if m.selectedIndex == 1 && m.fpsCapValue != nil {
m.fpsCapValue.Cycle()
}
}
return nil
}
@@ -149,7 +129,7 @@ func (m *PauseMenu) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
}
menuWidth := 400
menuHeight := 300
menuHeight := 380
menuX := (screenWidth - menuWidth) / 2
menuY := (screenHeight - menuHeight) / 2
@@ -181,11 +161,11 @@ func (m *PauseMenu) drawMain(screen *ebiten.Image, menuX, menuY, menuWidth, menu
titleY := menuY + 50
m.drawText(screen, titleText, color.White, titleX, titleY)
options := []string{"Resume", "Settings", "Quit"}
startY := menuY + 110
options := []string{"Resume", "Save", "Settings", "Main Menu", "Quit"}
startY := menuY + 90
for i, option := range options {
optionY := startY + (i * 40)
optionY := startY + (i * 45)
optionX := menuX + (menuWidth / 2) - (len(option) * 7 / 2)
if i == m.selectedIndex {
@@ -204,49 +184,35 @@ func (m *PauseMenu) drawMain(screen *ebiten.Image, menuX, menuY, menuWidth, menu
}
func (m *PauseMenu) drawSettings(screen *ebiten.Image, menuX, menuY, menuWidth, menuHeight int) {
titleText := "SETTINGS"
titleX := menuX + (menuWidth / 2) - (len(titleText) * 7 / 2)
titleY := menuY + 50
m.drawText(screen, titleText, color.White, titleX, titleY)
// Draw menu background and border
vector.DrawFilledRect(screen,
float32(menuX), float32(menuY),
float32(menuWidth), float32(menuHeight),
color.RGBA{R: 40, G: 40, B: 50, A: 255},
false,
)
startY := menuY + 110
leftMargin := menuX + 40
vector.StrokeRect(screen,
float32(menuX), float32(menuY),
float32(menuWidth), float32(menuHeight),
2,
color.RGBA{R: 100, G: 100, B: 120, A: 255},
false,
)
fpsMonitorText := "FPS Monitor: "
if m.fpsMonitorValue != nil && *m.fpsMonitorValue {
fpsMonitorText += "ON"
} else {
fpsMonitorText += "OFF"
}
// Create a sub-image for the settings screen to draw within the menu bounds
// We'll draw to the full screen and the settings screen will handle positioning
screenWidth := menuWidth
screenHeight := menuHeight
if m.selectedIndex == 0 {
indicatorX := leftMargin - 20
m.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, startY)
m.drawText(screen, fpsMonitorText, color.RGBA{R: 255, G: 255, B: 100, A: 255}, leftMargin, startY)
} else {
m.drawText(screen, fpsMonitorText, color.RGBA{R: 180, G: 180, B: 180, A: 255}, leftMargin, startY)
}
// Temporarily adjust the drawing to center within the menu
subScreen := ebiten.NewImage(screenWidth, screenHeight)
m.settingsScreen.Draw(subScreen, screenWidth, screenHeight, "SETTINGS")
fpsCapText := "FPS Cap: "
if m.fpsCapValue != nil {
fpsCapText += m.fpsCapValue.String()
} else {
fpsCapText += "60 FPS"
}
capY := startY + 30
if m.selectedIndex == 1 {
indicatorX := leftMargin - 20
m.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, capY)
m.drawText(screen, fpsCapText, color.RGBA{R: 255, G: 255, B: 100, A: 255}, leftMargin, capY)
} else {
m.drawText(screen, fpsCapText, color.RGBA{R: 180, G: 180, B: 180, A: 255}, leftMargin, capY)
}
hintText := "Enter/Space to toggle, ESC to go back"
hintX := menuX + (menuWidth / 2) - (len(hintText) * 7 / 2)
hintY := menuY + menuHeight - 30
m.drawText(screen, hintText, color.RGBA{R: 150, G: 150, B: 150, A: 255}, hintX, hintY)
// Draw the settings content in the menu area
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(menuX), float64(menuY))
screen.DrawImage(subScreen, op)
}
func (m *PauseMenu) drawText(screen *ebiten.Image, txt string, clr color.Color, x, y int) {
@@ -259,4 +225,5 @@ func (m *PauseMenu) drawText(screen *ebiten.Image, txt string, clr color.Color,
func (m *PauseMenu) Reset() {
m.selectedIndex = 0
m.currentScreen = screenMain
m.settingsScreen.Reset()
}